GTA San Andreas rare animations from GTA IV (Video)

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Zambini
12

Zambini 12

I ported all the animations.
All walk,run and sprint animations are female with the exception of two handed weapons and rpg.
Now I know that there are many GTA IV - SA animations so I did mostly "never before seen" ones in SA

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Mysterdogg
314

Mysterdogg 314

Wow this is amazing! I never thought that someone will do this, I mean, knowing that the difficulty of porting even a single animation it's hard enough to give up and you ported almost all of them! great job, @Zambini! Linevariy made a great job recreating the anims but you made an even better job porting them.

Hope to see it available soon! and hope to see the rest of the anims as well.

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Zambini
12

Zambini 12

@Mysterdogg Well thank you! Been getting requests lately to post them but I can't right now 'cause I don't have access to the pc with them.
I'll do the other bike ones too and GTA V (If I ever get it lol)
Also I'm using my phone and having javascript problems with browser so I can't directly reply.

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Zambini
12

Zambini 12

@thalilmythos I did but the problem is that particular animation originally from IV has only Niko's leg movement while his hands are down.
What happened when I used it in SA is,Player has IV's leg movement but while moving aiming hands never stop shaking.
Never figured why.Also SA doesn't support leg animations while reloading.(I had to delete leg keyframes because player drags feet if you move while reloading)

I'll give it another try though,but If you or anyone else knows a workaround for the shaking that'd make it a whole lot easier.
Then I'll do the walk and link the running one with a script.

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Mysterdogg
314

Mysterdogg 314

Also SA doesn't support leg animations while reloading.(I had to delete leg keyframes because player drags feet if you move while reloading)

Check the gangster style shooting anims, CJ can reload while moving since those anims are only set to animate his upper body, it's configured with the data values (weapon.dat). You can get a similar result when reaching the hitman level, shoot & reload while moving. I thought about the same feature @thalilmythos mentioned, would be great to have IV's sort of "jumping" movement while aiming(it's the same anim that does to move while fighting), or actually, any anim that finally replaces that awkward wobble of the weapon while you move aiming. I think that you will need to make some editions with 3DS Max due to the limitations you mentioned, merge some anims or combine them; a script could be an option perhaps but without the required anims to work with, options are limited.

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Zambini
12

Zambini 12

@Mysterdogg Yes,you can move while reloading at hitman level.What I meant is,SA by default uses the awkward leg movements you mentioned but if the reload animation has animated legs,that's when feet dragging occurs.
IV has a bit of feet detail like bent knees while reloading a shotgun which isn't much but it adds realism but you can't "add it on top" of the default movement

I'll definitely have to look into it.

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Mysterdogg
314

Mysterdogg 314

I think I can help with that, I have GTA IV, EfLC, Max Payne 3 & GTA V, so I could extract the anim files for you. I'm not sure if V anims are compressed in the same format of the previous game but hope that doesn't turn into a problem. Oh and by the way hehe I mentioned MP3 & EfLC because I would love to see the anims from both games, of course if you don't mind doing it

On 12/10/2018 at 12:03 AM, Zambini said:

IV﻿﻿ has a bit of feet detail like bent knees while reloading a shotgun which isn't much but it adds realism but you can't "add it on top" of the default movement

Well, as I said, I think that the best solution could be a script, or I was also thinking in removing the unwanted anims for having the new ones, for example in one of the many Euphoria anims that was made for SA, a guy simply disabled the standing/getting up anims to make every rollout has its own standing movement. In other hand I've recently been testing some custom anims I made for weapons and my solution was the same, to disable some specific moves.

Mysterdogg
314

Mysterdogg 314

Check the motorcycle anims of this mod. Scripts are also a way like how some modders have managed to restore the unused one-hand armed anim or make the player perform new anims like many of the sprinting armed mods.

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Zambini
12

Zambini 12

I did a LOT more animations from IV also that weren't showcased in the vid like, swimming, unarmed melee, climb, stomp on ground, all stripper ones, xxx, many idle stances,various female movement, mp5 alt reload, rpg fire/reload, weapon discard, cover fire, get up and others I don't recall.

I couldn't get some in the game though, like weapon discard and rpg reload for obvious reasons like undetachable shell.

And also, I haven't checked the files, but have you combined every anims into one file? I'd really like to use your anims! But then I guess I can't use the steering anim that I have downloaded somewhere else and so with horn anim. If you want you could convert those too and place in the same file 😜edit: I think I can add the files my self.

I think its named ped.ifp. Didn't got it in mind plus, I'm not at pc yet.

Also, got one more idea: Lighting the molotov cocktail. Just some suggestions. As said nice work!!

Edit2: The anim from taking weapons from the pocket would have been awesome. But I think Dk22pac already have done it. But sadly the anim speed is too damn slow .

Edit3: I dind't watch the video..

Edited December 19, 2018 by Davve95

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Mysterdogg
314

Mysterdogg 314

I can't remember its name but it's the anim used when rolling out of the bike, in the mod I showed you the anim is merged with the getting up one, but that, unfortunately, will make the player get up and then collapse again if you die while performing it.

Remember that there are also some mods like Ragdoll Bullet Physics that disables many anims but at the same times uses some others, like the getting up ones.

On 12/17/2018 at 9:52 PM, Zambini said:

I couldn't﻿ get some in the game though, like weapon discard and rpg reload for obvious reasons like undetachable﻿ shell﻿.

About the anims that can't be used in the default game, I could suggest you to include them in a separated file "for developers". For example, there's a mod that allows you to discard a weapon, but it uses an anim from the game that barely fits the action but st the same time it's also widely used by modders since we don't have anything better to emulate that performance.

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Zambini
12

Zambini 12

@Davve95 "have you combined every anims into one file?" No, others are outside ped.ifp like gun animations which are in separate animation files like rifle.ifp, uzi.ifp etc. Bike animations are separate too.
And then there are added animation like jump on spot which are activated using cleo.

About steering animations, you'd have to use them with cars from IV cuz they've been adjusted for those cars. They'd look horrible in different cars like hands wouldn't be on the wheel.

Ped.ifp contains most animations including the steering ones. I'll post the animations and you can download IV car models posted by others.

SA uses the animation, grenade.ifp for both molotov and grenade but like Mysterdogg said, I'll include the animation for developers who can assign
it to the molotov and add fire effect.

@Mysterdogg That was the bike animation I was talking about but it isn't named bail in ped.ifp. Mine isn't merged so no glitch.

Yes, ragdoll disables some animations

I Will include animations for developers.

Again guys, I can't reply because I'm still posting from a phone and the site isn't very mobile friendly.